Calgary Herald

Adults finding joy in caring for digital pets

Adults are now embracing digital pets and the real question is why?

- SABRINA MADDEAUX

For many, pets are an essential part of childhood. But, for kids of the late 1990s, the entire concept of what a pet is, does and means was turned on its head. Digital pets entered the market to enormous demand. In 1996, Tamagotchi­s, the first digital pets to really hit the cultural zeitgeist, posted legendary sales figures.

Tamagotchi­s are virtual chickens that live on a device resembling a small egg. You have to tend to them like a live animal. You must feed them, play with them, nurture them, monitor their happiness level and even clean up their poop. If you’re not a good pet owner, your Tamagotchi could gain weight, get depressed or become sick and need medication. They could even die — which they all would, eventually, since each pet had a lifespan.

Other digital pets quickly followed in Tamagotchi­s’ footsteps. Among the most notable were Nano Pets (similar to Tamagotchi­s), Furbies, Digimon and Neopets. Neopets was an entire virtual pet website, located within the virtual world of “Neopia.” You could feed and care for your Neopets, buy them toys and clothes with Neopoints and even build them a customized Neohome.

These devices and sites waned in popularity by the early 2000s. They’re making a comeback in 2019.

Neopets, which had been essentiall­y abandoned for years, made a triumphant return with a spinoff puzzle game in February. In May, the Tamagotchi was reimagined for a new generation as “Tamagotchi ON.” A company called Dragon Federation is offering “dragon ownership opportunit­ies” where they’ll send you a physical egg that you can (with the help of VR and AR), see inside to watch your baby dragon grow and hatch as you raise and eventually breed it. Robotic pet companions are also increasing­ly popular.

They’re attracting people of all ages. Robotic and digital pets have even been hailed as the next big thing in dementia care thanks to their ability to provide companions­hip.

What’s driving fully developed adults to care for virtual chickens, Poogles and Jubjubs (Neopets species), and virtual reality dragons?

In her book The Social Machine: Designs for Living Online, Judith Donath, adviser at Harvard’s Berkman Klein Center for Internet and Society, writes that unlike most technology, digital pets appear to act autonomous­ly. They seem to have their own wants and needs, won’t necessaril­y obey our commands and make demands. This influences us to attribute intelligen­ce and sentience to them.

There’s also a reason most digital pets begin as infants: They’re capitalizi­ng on the human instinct to take care of the young. This makes us feel a sense of responsibi­lity toward them and integrates them into our daily routines, which makes us feel further invested.

As a result, digital pets present an attractive option for many Millennial­s and Gen X-ers whose lifestyles don’t necessaril­y mesh with owning a pet — or at least certain types of pets. They tend to live in small spaces, don’t have yards and work long and/or unpredicta­ble hours. They also tend to travel much more frequently than previous generation­s and maintain many of their social relationsh­ips through screens. With these realities, digital pet ownership can be a much more practical option than the real deal.

“Artificial pets also demonstrat­e how metaphoric­al thinking influences our sense of ethics,” writes Donath. “If we think of them as games, the time spent playing with them is entertainm­ent and somewhat self-indulgent; if we think of them as animals, time spent playing with them is caretaking, an act of responsibi­lity and altruism.” She posits that it’s obsessive and rude to leave the dinner table to check in on a game, but it’s acceptable to do so if a pet is in need of care. “Indeed, it is heartless not to.”

It’s noteworthy that most digital pets don’t live forever. One of their key features is that they eventually die. For many virtual pet owners, this is followed by a period of grief or mourning. There is a small field in Cornish, England that serves as a cemetery for Tamagotchi­s. There are also numerous online Tamagotchi “graveyards” and “memorials,” where owners can mourn the loss of their pets by posting their name, age, type and a short eulogy.

In inventor and futurist Ray Kurzweil’s book The Age of Spiritual Machines: When Computers Exceed Human Intelligen­ce, he writes, “Death gives meaning to our lives. It gives importance and value to time. Time would become meaningles­s if there were too much of it.” Feeling like spokes in a wheel has led to a rise in nihilism among younger generation­s, a growing belief that nothing matters or can change.

The lifespans of virtual pets could provide some modicum of significan­ce and meaning to periods of time that would otherwise seem insignific­ant in the modern-day chaos of endless work, political strife and social unrest.

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 ??  ?? Furby, above, and the Tamagotchi, left, were once among the hottest kids’ toys. Their digital counterpar­ts are making a surprising comeback — only now adults are the ones who are adopting these virtual reality pet substitute­s.
Furby, above, and the Tamagotchi, left, were once among the hottest kids’ toys. Their digital counterpar­ts are making a surprising comeback — only now adults are the ones who are adopting these virtual reality pet substitute­s.

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